Description

Attributes

Target (target) - When the entity is activated, it triggers the entity specified here.

Delay before trigger (delay) - Delay in seconds before the target is triggered.

KillTarget (killtarget) - ?

Render FX (renderfx) - Gives the entity special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:

0 = Normal

1 = Slow Pulse

2 = Fast Pulse

3 = Slow Wide Pulse

4 = Fast Wide Pulse

5 = Slow Fade Away

6 = Fast Fade Away

7 = Slow Become Solid

8 = Fast Become Solid

9 = Slow Strobe

10 = Fast Strobe

11 = Faster Strobe

12 = Slow Flicker

13 = Fast Flicker

14 = Constant Glow

15 = Distort

16 = Hologram (Distort and Fade)

Render Mode (rendermode) - The type of rendering that is used on the entity. Options are:

0 = Normal

1 = Color

2 = Texture

3 = Glow

4 = Solid

5 = Additive

FX Amount (1 - 255) (renderamt) - ?

FX Color (R G B) (rendercolor) - ?

Pitch Yaw Roll (Y Z X) (angles) - ?

TriggerTarget (TriggerTarget) - The entity to trigger when the TriggerCondition is met.

Trigger Condition (TriggerCondition) - Condition under which the entity will trigger its TriggerTarget. The options are:

0 = No Trigger

1 = See Player, Mad at Player

2 = Take Damage

3 = 50% Health Remaining

4 = Death

7 = Hear World

8 = Hear Player

9 = Hear Combat

10 = See Player Unconditional

11 = See Player, Not In Combat

Body (body) - ?

Skin (skin) - ?

Is Player Ally (is_player_ally) - Determines whether the monster is an ally or enemy.

Classification (classify) - ?

In-game Name (displayname) - This name shows up on the screen when players focus their crosshair on the monster, and in the death messages when players get killed by it. If you leave this blank, the entity name will be used.

Custom Model (model) - Location of the custom model this monster will use.

Custom Min Hull Size (X Y Z) (minhullsize) - ?

Custom Max Hull Size (X Y Z) (maxhullsize) - ?

Gravity Setting (movetype) - Determines whether the item falls to the ground (default) or hovers in the air at its coordinates given in VHE.

Custom V_Model (wpn_v_model) - ?

Custom W_Model (wpn_w_model) - ?

Custom P_Model (wpn_p_model) - ?

Sound Replacement File (soundlist) - ?

Target (target) - When the entity is activated, it triggers the entity specified here.

Delay before trigger (delay) - Delay in seconds before the target is triggered.

KillTarget (killtarget) - ?

Monster Roaming (nodes) (freeroam) - ?

First Patrol Waypoint (goal_ent) - ?

Patrol Group (goal_group) - ?

Entity to Guard (goal_guard) - Setting this to the name of a monster or entity will cause the monster to constantly follow and protect the specified entity. Players are not able to break this link by asking the guard monster to follow them.

Example of use: The Medic and Support Gunner in Sandstone are set to guard the Engineer. Both of them follow and protect the Engineer, and the medic heals him whenever he is injured.

Squad Name (netname) - Puts the monster in this squad.

Use Sentence (UseSentence) - ?

Un-Use Sentence (UnUseSentence) - ?

Master (master) - The name of a multisource (or game_team_master entity). A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.

Flags

WaitTillSeen (1) - If checked, the monster won't do anything before see a player

Gag (2) - ?

MonsterClip (4) - If checked, the monster's movement will be blocked by func_monsterclip.

Prisoner (16) - If checked, the monster won't attack

SquadLeader (6) - Makes the monster the leader of its squad.

WaitForScript (128) - ?

Pre-Disaster (256) - If checked, the monster won't Team Up with you if it's friendly